Age | Commit message (Collapse) | Author | Files | Lines |
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during recursion
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Signed-off-by: Ira Rice <irarice@gmail.com>
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container to guarantee that the inventory window always reports what the
player has correctly, getting rid of the stale item references that
could occur from time to time.
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being enabled first. A similar patch was asked for by Doorsman here, so
this combined with the setup button on client startup, should be enough
to fulfill that request from Doors.
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a confusion on git.
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future, this should be de-hardcoded and obtained from the server
instead.
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window so that it properly reports how much money you have.
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modified in a bit so that there are no redundant skin loads, but for
now, it doesn't leak any more as well.
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the settings in it can be changed on client startup and aren't game
specific.
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by me accidently removing the include for main.h in openglgraphics.
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statements, as well as removing the new skill dialog, which we do not,
nor will we use (if we do, it'd be a new one that we'd make).
WARNING!!! This, and all other previous builds have a linker error for
the Gnome libraries version 4.3.2 on my setup. It's assumed that this is
also the case for other users of this library as well. I'm currently
assuming that there's a bug in the compiler itself, and will look into
reporting this, but in the mean time, it doesn't build for these users,
unfortunately. Sorry about this.
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proper icon.
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aligns up with the other fields.
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inventory. For us, this should get rid of the arrow crashing bug, if it
still exists (been a few weeks since I've heard of it happening now).
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Patch done by Peavey on TMW.
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well as only calling the target draw update code only when necessary.
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stringstream would behave. Before, it set the string stream to a single
space, while now it clears the stream and then sets it to null. So,
should the string stream code ever be fixed in the future, this function
won't break.
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it contains the complete ISO-8859-15 character set, as well as made a
few other smaller fixes towards fixing make dist.
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fix make dist yet, but at least these files aren't out of date any more.
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noticing this bug.
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coded fail colors from the color db.
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ago that the item type was being used to
determine which attack animation to use, since a comment lied about it not being used.
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de-hardcoded the hair colors.
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code was imported, due to me changing the
actions to enumerations.
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that if a skill is unknown, it doesn't
crash the client (it doesn't print garbage, like fate claims).
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TMW may think that it's unnecessary to
use these view packets, what they fail to realize is that this is done so that you can see these viewed on OTHER
players than yourself, otherwise there would never be a reason to use any of the clothing packets at all. So, my
reccommendation, if any TMW person is reading these SVN logs at all, is to either add it back, or remove all clothing
ID's in the SMSG_PLAYER_MOVE packet. This is yet again another reason why all TMW commits should not be treated as
being good and should be tested first before committing to our own SVN.
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removes the server sending out view id's for
gloves and boots (which weren't needed.) Here's the full log:
* Updated GUI table and model to better handle NULL widgets during initialisation
* On SMSG_MOVE et al., ignore boots and glove information-- that information is incorrect and we're guaranteed to
already have the correct information anyway.
* Properly decode `is dead' information for PCs, so that dead players, when encountered, will be lying on the ground,
dead, rather than standing.
* Use `skills.xml' file from client data to determine skill names
* Report client version number (hereby bumped to 1) in unused charserver slot (ignored by vanilla eAthena)
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better.
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themselves to being easily resizeable without revamping. This should
keep people from assuming that they can resize this window and expect
the same sorts of results as other windows that are designed for
resizing.
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code.
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Anyways, this patch improves keyboard support for NPCs by allowing the
user to hit enter to proceed through the dialogs. What it doesn't do at
the moment is give users a way to scroll through the dialog choices...
yet. But once one is selected, you can hit enter to continue.
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making it so that hitting enter on opening the dialog will close it.
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supported (done by vargavind), as well as changing the effect used for
critical updates (change of opinion on what looks better).
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planned to do this (I still did it my way), TMW beat me to implementing,
so I'll credit them with their commit reminding me to do it. This is not
done the exact same way, as I prefer to see an actual "crit!" show above
the being, instead of an ambiguous particle.
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at the start.
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minute more to check it over thouroughly first.
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before the client was closed. Patch by Trelos on TMW.
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where the keys would tell the client to attack and stop attacking all
at the same time. Thanks to SoftLace for reporting it.
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wrapping code, like the ok dialogues.
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